This tool creates and attaches a new image or a material with a texture map to the selected objects.
The tool can evaluate various shading components. It does so called 'baking' - procedural materials, complex illumination etc. can be evaluated and stored as a texture map. Using a texture map instead of a multi-layered procedural shader set can speed up rendering significantly. Baking is also a useful feature for scene export purposes.
To use the tool:
Select objects to make the UV images for. For Illumination maps and surface shading, select also a light source because that helps to select the correct surface side.
Set tool options through the Control Bar.
Click Accept on the Control Bar or select Accept on the View window popup menu.
The UV Image tool has the following options:
X - Pixels in X direction.
Y - Pixels in Y direction.
Type - Type of the image to be created.
Constant - Initializes a blank image and assigns it to the selected channel
Evaluate - Evaluates all materials and stores the result (in a selected channel) to a texture map
Direct Lighting - Direct shadows and illumination from light sources
Indirect Lighting - Global diffuse illumination bouncing from objects. Direct lighting is not included.
Caustics - Light caustics casted by reflective surfaces
Surface Shading - Evaluates all surface shaders from surface geometry to surface finishing. Illumination, reflections etc. are included. This option can be used e.g. for reflection map creation. The viewing direction in shading (which is relevant for reflection computation and some illumination effects) is perpendicular to the surface.
Channel - Channel to be evaluated.
UV - Parameter channel.
Color - Constant fill color for the image to be created.
Attach - Attach generated image to the selected object as texture map.
Per Face - Attach the map as a SDS face material (for subdivision surfaces only).
File - Name of file to write image to.
Samples - Amount of supersamples per pixel.
Backside - Selects the side of the surface for which illumination is evaluated.
Settings - Defines recursion depth, threshold and traced rays.